Balance megathread

And that’s why the shotgun should receive its proper 3 barrel system

Added LMGs as I finally got my hands on one and tested it last night. Any info on the DP would be greatly appreciated for the integrity of this thread

I think historical range on flamethrowers would be too much, while some range buff would be appreciated, they should still remain relatively short range weapons, what should be changed is their consistency, primarily that being on fire should disable shooting your weapon. Trying to hose down a tight corridor with a flamethrower often results in death since enemy players or AI are capable of killing the flamethrower soldier before burning down.

Airplane bombs feel extremely under-powered, Stuka 250kg bomb needs to apparently be right on target to knock out an armored car. Making it stronger might make bombers a nuisance, but player-built flak seems to be an adequate counter.

Consistency is definitely a thing they should improve on the flamethrowers

updated with AT rifles! \o/

I wounder if it would be possible to do wet squirts (that is squirt with no flame turned on)? British did them to lure out bunker crews so they will surrender. It would give flametroopers some offensive capability as well as posibility to lay traps? That would be wounderful to break through turtled up defences.

Updated with mortars, as well as an updated campain progession note

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That might be interesting, but that would lead to a very similar gameplay to the engineer. Only instead of giving cover to teammates, you create hazards to friend and foe alike.

As for the DP, it’s also pretty potent, though from what I’ve seen it seems to be LESS stable than the MG-13, despite having a much lower rate of fire. For that matter, the gun we have in game ISN’T an MG 13, it’s an MG 42 they didn’t adjust or even try to reskin.

And yeah, mortars are a problem in a big way. Neofe1ls, every time he’s on the enemy team in a map with open points, basically denies my team the ability to capture anything. I don’t know what the range is, I’ve never managed to find his position, and when his team is even remotely good at making good on his support there’s zero chance of victory.

As for the PTRS, it’s not as good as I thought it would be. Further testing is needed, but I couldn’t manage to take out any of the crew or modules on a PzII at ~25m, despite good penetration and knowledge of crew positions.

I actually picked up a couple of DP-47s and i have like no issues whatsoever keeping control over that thing
Yeah the MG-13 is in fact an MG-42. Once you get the hang of tap firing + unzoomed sighting (fast press RMB), it’s pretty controlable but nowhere near the control of the DP-47 for me.

The PTRS is somewhat inaccurate, but it has much, much, much more firepower than the PzB38.

Can’t argue with that, as far as the antitank rifles go. Your suggested solutions are probably fine, thought I’d buff the accuracy on the PTRS by a ways. I’d aim at the upper plate, driver’s chest ish, and hit the damn turret, range was only one side of a cap to the other.

It’s unfortunate (for the game anyway) that the Wehrmacht didn’t have any 13.2mm TuF rifles in service by WW2, the PzB just doesn’t stack up to the PTRS/D in most respects.

I can’t say that the PzB is extremely accurate either. It’s accurate enough to hit a tank at any range, and accurate enough to kill the BT-7 with relative consistency at any range, but beyond 20 or so meters, it can’t really kill a BA-11 frontally because you have to hit the driver port

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Nah man, I disagree with u. Mg 13 & 42 are entirely different gun. I think mg 13 is only a placeholder since it has no proper model yet…just like mg 34 in pre alpha test

I know they are entirely different guns, that’s not what I am saying. Currently, in game, the MG-13 doesn’t exist. It has the stats of the MG-42.

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Maybe it’s a placeholder since they don’t have the proper model, I know…